[update] Hero Quest 19th November 2010 - Azriel - 04-14-2009
I thought I'd post this up. If you remember the previous thread, >click<, the preview you all got what the applet at the end (which was kinda a big thing, coz it was actually focused on the gameplay).
I'm rewriting it from scratch, and this time I'm doing it in order of functionality (getting the UI to function properly), before setting up the game's playable part.
the updates would be available to download as I go along, but I won't update so frequently (each update should be worth downloading, and I've still got uni work). I know the data workstation is half done, but I thought I might as well work on it after this is quite well done (lest people lost interest in lf2 and the DW doesn't serve its purpose). what you see here is what I've done in 2 and a half days.
First "release" is just showing the game start and controls which are settable (works with control.txt as well). Sound system is set up, data and sprites load into memory, and yes it uses lf2's data, so you all don't have to learn a new syntax. Course, you can't see most of this happening, but just to let you know.
>download<
I'll set up a form next time for certain stuff, but just to let you all know, it's restarted. kayz 2nd release is here.
>download<
seeable updates - char selection menu
unseen - better input method organization
credits @ Yinyin for silva_f pic (used for random_f silhouette) here we go. update 3:
info:
after confirming all characters, during/after countdown you need to press J to "start the game". Right now all you can do is walk around. z axis isn't done yet, plus facing left walking hasn't had the centerxes corrected.
seen:
- sound plays when u accept a char.
- you can control your own char
- gameplay development started
unseen:
- better code structure
- many bug fixes
some potentially unwelcome news:
due to U1 owning the Little Fighter copyright, I may have to not use the "Little Fighter" name and any of the LF2 chars, but I'll keep you informed. There's no proper way around this, but there are alternatives. Game engine will still be developed, so don't worry about stuff.
>download update 3<
Alright. so, I actually didn't plan to release another thing this early, but there's been a number of changes/updates to the project:
This is now known as Hero Quest. Period. The LF2 Remake is DEAD. Go ask U1 why.
We won't be using any of lf2's characters, backgrounds or w/e.
updates:
Char menu now has the settings menu overlay for choosing characters. For now, Game Start, Reset All, Background, and Return to Menu work (report any bugs). I've tried to simulate LF2's character menu (in terms of character/team memory).
Backgrounds now load, loop, rect and cc c1 c2, and a new function, friction, all work. I've included fx: and fz: tags for friction in the x and z directions respectively (u have to make them rather small to notice them when u walk). Maybe next time i'll add gravity.
Background boundaries are set; character processing would be one of the earlier next steps.
We don't use Bitmaps anymore. No more black pixel transparency. Now we use pngs (8 bit and 32 bit pngs support transparency. 32 bit for semi transparency).
Backgrounds don't have the transparency tag anymore. It's redundant with the above feature implemented.
Backgrounds without the shadow: declared will use the provided default shadow embedded in the jar.
Backgrounds now have proper z axis boundaries, so some new dc info: layers in the background would normally just be x and y coordinates of the pics. Now, with the z axis boundaries implemented, your y coordinate should be (y + z_min), where z_min is the upper z boundary (the smaller value). Normally you'd set this to 0, so z_min would be 0 as well, and the z axis will extend outwards (down) and be a positive value. I'll explain this properly later if you don't get it.
I haven't put in a default background into the jar yet, so you'd need at least one bg in data.txt
http://www.mediafire.com/file/gyucdwznylq/hero quest 7th May 2009.rar
Background shown is the Azriel background Marshall made. The Inferno one is also made by Marshall but has a slightly weird animation.
--
I know I have to fix the window title and the player names (not working properly).[/font]
for my 499th post, there's no download, coz of the U1 thing, but there's a huge load of progress made:
[youtube]yQO64m5cUFk[/youtube]
type 3s now load, and opoints now work (kind of anyway).
(i know it doesn't look very exciting towards what LF2 can do, but it's not easy to make something work properly and efficiently at the same time).
---
and btw, @the u1 issue, I think i'm gonna play safe and change HQ's gameplay and look quite a lot (user interface will change, spriting style may be the same/similar, backgrounds may be different (making platforms in lf2 and having a vertical scrolling camera would make fighting quite different, though I may omit the vertical scrolling bit (just thinking of the AI) ) ).
[font=tahoma]bazoing~
[youtube]D0b8pysDyfI[/youtube]
Updates: - Camera scrolling works perfectly (y/z axis scroll may need correction of coordinates)
- Platforms (buggy)
- Multiple opoints
- z coordinate opointing
future updates at [http://heroquest-silver.blogspot.com/]
Hero Quest - 31st August 2009
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Characters:
- Aeron (YinYin/Havoc Creator), slightly modded by Azriel (flight)
- Joe (Siegvar)
Backgrounds:
- Lion Forest (Marti), edited by Azriel (vertical scroll, castle)
Notes:
~~~~~~
More of a feature preview than a "playable" release, you can write your own code to test stuff, but a rundown of some of the differences between HQ's data files and LF2's data files:
x new tags
Backgrounds:
- [friction] fx: 1.25 fz: 1.25
- [ybound] y1: -600 y2: 0
- [opoints] check bg/sys/lf/bg.dat
Characters:
- [hold_<a,j,d>]
As long as you're holding A, J or D, your character will go to the frame number specified in hold_a: # (for example) after the wait: # is up. i.e. This serves as an alternative next: # frame. hit_a: will have priority over hold_a: (if you press A on a frame with both tags enabled)
- [z coordinate areas]
z1: z2: are used for bdys and itrs. This is an alternative to the zwidth: tag whereby z1 == -z2 if used. If none of these tags are specified, the data will treat it as LF2 does - z1: -12 z2: 12.
- [z axis opoint]
In LF2, objects spawned via opoint are always Parent.z + 1. With the z: tag, you may opoint relative to the Parent's z coordinate. Using z: -1 will cause the spawned object to have the same z-axis coordinate as the Parent.
*Parent here means the object with the opoint:
---------------------------------------------------------------------
The castle object is made from a few different "objects" (single data file, different frames). This is to give the impression of a "room" with different z-levels. If you try and get on top of the castle via the stairs, you'd notice that your character tends to "teleport" to different places. This wouldn't happen if there is only a single identical bdy used for all of the frames, which would be much easier to work with for wall/platform detection. However, bdys keep varying in each frame, so to not have it buggy is near impossible.
Don't kill yourself trying to get onto the castle with Joe, it takes quite a number of tries.
*emerge*
been a while since I posted, but I've been busy. Next update probably won't be related to gameplay
update:
[youtube]zBdRlYNEHM4[/youtube]
Added "special:" tag to implement special in game effects
special: 1 enables one degree of timestop to all Actors
special: -1 disables timestop
basically timestop works like this:
- activating object increases the "timestop count" of everything else in the game
- activating object runs its frames
- activating object decreases the "timestop count" of everything else in the game.
- things in game only run if their timestop count is 0, so u can have timestops within timestops, but u need to decrease all timestop counts for all objects to 0 (-ve just resets it back to 0) for all objects to run
*submerge*
double post, this thing should be "worth" bumping the thread for
[youtube]LCjy-hcLDcc[/youtube]
enjoy~
Got some of my friends to play it for the recording. Time slow is cheap in that sense, but this is just a preview.
Azriel~
RE: [remake] lf2 remake -revived- - Alectric - 04-14-2009
WWOOOHOO!!!
i was wondering when this would restart!
just a question, what does the download contain?
i just got a folder with a data folder, sprite folder, and a lf2.jar which for some reason opens with winrar and has all these other files.
I like how its in PNG format, you keep size down, and quality up
RE: [remake] lf2 remake -revived- - jason - 04-14-2009
I remember this a long time ago :P, thought this was abandoned; I guess I was wrong! Anyways keep up the good work(Is this going to be nearly the exact same thing as the original except have much more things that you yourself can change to do what you want to do?)
RE: [remake] lf2 remake -revived- - skelguardian - 04-14-2009
Darn, I love u.
Remembered the previous thread about this too .. I was loosing hope this would ever be completed.. But u just brought the joy back in my life!
(ok, a bit overreacting.. but hey.. i'm happy )
RE: [remake] lf2 remake -revived- - Gad - 04-14-2009
Weee... But how to run it?
RE: [remake] lf2 remake -revived- - The Lost Global Mod - 04-14-2009
you have to download the latest java environment... go there
http://java.com/en/download/manual.jsp?locale=de&host=java.com:80
or type "java environment download" in google
@topic: looks awesome az. I was wondering when you work on it again. Keep it up.
one thing ... can we make suggestions? you know like an third bar ("stamina") or something?
still you are in the making so it would be the best time right?
RE: [remake] lf2 remake -revived- - Ramond - 04-14-2009
Oh my god, this is the first time I notice it says "Small Friends" up there... o.o (never noticed it in lf2 before)
...so yes! If this project finaly continues we can build up lf2's fully potentially potential!!! Imagine all the stuff you could do...
RE: [remake] lf2 remake -revived- - no one - 04-14-2009
"Small friend" = "little fighter"? Kind of odd.
Awesome man. You are like making Little Fighter III
RE: [remake] lf2 remake -revived- - prince_freeza - 04-14-2009
(04-14-2009, 09:14 AM)no one Wrote: Awesome man. You are like making Little Fighter III yeah agree with that it looks like a lf3...hope u finish it!!
RE: [remake] lf2 remake -revived- - Azriel - 04-14-2009
@Alectric
download contains a "lf2.exe" that mimics control settings and Game start thingy in lf2. you probably have winRar as the default opening thingy for Jars. Right click on the jar and click properties, and say Open With and select the J2SE binary thingy (if it's there) and Always open this kinda file with this program.
otherwise phil's got it ^^ >his post
png format was to make it easier for me to do stuff: semi transparency is supported by java I think, and so if you want semi transparent attacks, use 32 bit pngs. also, wanted to not have to use the bmp converter so that macs (was it?) or linux or w/e computers can run the game as well.
@jason
in short, yes.
@skelguardian/no one
the support should come in handy.
@Gad
refer to phil
@phil
thanks, + the stamina thingy i'll think about it. Still making the early UI stuff; I'll make a poll somewhere and sometime soon about what i want to know.
@Don
yeap. Small Friends. Actually It was simplified (I think I remember 1.9c had a much longer chinese name). Anyways, I just copied from wikipedia's chinese thing coz I didn't know the pinyin for one of the words to use the online dictionary thing :P
@freeza
off topic, but nice face pic.
p/s: I won't be able to reply to all of u like this all the time. + i'm at camp and there's no power supply so I guess I won't be working on it much (if at all) for the next 4 days.
Azriel~
|